head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Mind & Math
Tolkien RTS where build orders and army counters decide the war for Middle-earth.

Reads · Mind & Math
A naval PvP shooter blending shell-lead aiming with reading human captains.
The Lord of the Rings: The Battle for Middle-earth leans Optimization (Mind & Math); World of Warships: Legends leans Reads (Mind & Math).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: The Battle for Middle-earth
Micro and multitasking under real-time pressure
World of Warships: Legends
Aiming shells with lead and timing matters in duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: The Battle for Middle-earth
Multiplayer rewards predicting opponent army choices
World of Warships: Legends
Predicting human captains' positioning and turns is central
World of Warships: Legends leans a little harder on variance, though the gap is small.
The Lord of the Rings: The Battle for Middle-earth
Scouting hides enemy composition until revealed
World of Warships: Legends
Shell dispersion and concealment add real chance
The Lord of the Rings: The Battle for Middle-earth leans a little harder on optimization, though the gap is small.
The Lord of the Rings: The Battle for Middle-earth
Build orders and counter units are largely solvable
World of Warships: Legends
Ship builds, angling, and map positioning are deep systems
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.
full breakdown
The Lord of the Rings: The Battle for Middle-earth →
full breakdown
World of Warships: Legends →